Sagecraft
Dice & rules

The dice are real

Sagecraft runs real tabletop mechanics, built on the System Reference Documents 5.1 and 5.2. Not the vibe of dice. Actual dice.

From the roll log
Stealth checkd20 (14) + 3 = 17vs DC 15Success
Goblin attackd20 (8) + 4 = 12vs AC 16Miss

When you roll

At a moment of real stakes (picking a lock under pressure, leaping a collapsing pier, resisting a spell) the table calls for a check. You roll a d20; your hero’s bonuses apply; the result stands.

When the table rolls

Some rolls happen on your behalf: an enemy’s attack, a hidden save, the flow of combat. Every one of them is a real roll, and you see it in the log. Nothing is decided off the books.

What a DC is

Every check is measured against a Difficulty Class, a target number set by the rules for how hard the thing actually is. Meet it or beat it, you succeed. Miss it, and the story takes the harder road. The DC is set before you roll, not after.

Natural 20s and natural 1s

The raw die decides triumph and disaster, exactly as it should. A 20 is a 20 because the die says so, not because the total looks nice.

If a roll matters, it happens

The table is built so a roll is never skipped to keep the story tidy, and never fudged to save you. Success is sweeter when failure was on the table.

Sagecraft uses material from the System Reference Documents 5.1 and 5.2; full attribution in the site footer.

Ready to roll? Start your adventure